System and method for toy adoption and marketing

ABSTRACT

A computer system provides a virtual world. The computer system includes a server subsystem serving virtual world data, via a communication network, and receives data and/or commands. A registration subsystem, coupled to the server subsystem, verifies information from a toy, registers the toy, and determines a quantity of toys registered by a user who is registering the toy. The verifying includes determining the validity of the information. A virtual world providing subsystem, coupled to the server subsystem, provides the virtual world data, which produces data that presents the virtual world. The virtual world data includes a virtual toy representing the toy and a reward provided to the user for registering the toy. The reward is based on the quantity of toys previously registered by the user, such that the reward received for registering the toy is different than another reward previously received by the user for registering another toy.

CROSS-REFERENCES TO RELATED APPLICATIONS

This is a divisional of application Ser. No. 13/052,600, filed on Mar.21, 2011, which is a continuation of application Ser. No. 12/265,120,filed on Nov. 5, 2008, which is a continuation of application Ser. No.11/027,271, filed on Dec. 30, 2004, which claims the benefit ofprovisional applications Ser. Nos. 60/533,591 and 60/533,634, both filedon Dec. 31, 2003, incorporated herein by reference in their entirety.

REFERENCE TO COMPUTER PROGRAM LISTING

A Computer Program Listing Appendix filed on CD ROM in application Ser.No. 11/027,880, filed on Dec. 30, 2004 is incorporated by reference inits entirety.

FIELD OF THE INVENTION

This application relates generally to a system and method for toyadoption and marketing.

More specifically, this application relates to an Entertainment Systemincluding a website, in combination with a commercially purchased toy,wherein the system allows a toy user to register the toy online using aregistration code, allowing the user access to various activities andscenarios in a “virtual world” including a virtual representation of thetoy, via a computer connected to the Internet.

BACKGROUND OF THE INVENTION

Typically, a consumer purchases a toy (e.g., a stuffed plush animal orother creature, etc.) as a gift for a child, for example, and that childthen uses the toy for imaginative activities. However, the toymanufacturer relationship with the toy does not typically continue untilthe next toy is purchased.

This lack of continuity represents a lost opportunity to take advantageof the fact that the child or other toy owner likely wants to create awhole imaginative world for the toy for play purposes.

A means of creating a such an imaginative world using modern computertools, such as a personal computer connected to the internet, whereinthe toy can be utilized in a computer generated “virtual world” forvarious games and activities, given a name and a history, and taken careof, would allow the owner a more varied and interactive means of playingwith the toy.

Further, such a virtual world could be used to maintain the relationshipbetween the toy owner and the toy manufacturer (or, alternatively aretailer or service provider), allowing new toys, accessories, andservices of the manufacturer, retailer, or other provider to be offeredto the toy owner, thereby increasing the potential market for themanufacturer and increasing the usage of the toy by the user. Such avirtual world could also provide many educational and gaming scenariosthat would engage a child or adult with many hours of play.

Furthermore, such a virtual world could increase the attachment that thetoy owner feels for the toy, and thus increase the likelihood thatadditional toy or accessory purchases would occur, and also increasingthe satisfaction the owner feels with the toy, thus extending therelationship between the toy manufacture and the toy owner.

Finally, by engaging the toy owner in the virtual world, advertising andother marketing advantages would likely occur because of the additionalsatisfaction that the toy would provide, hence leading to potentialword-of-mouth and other means of marketing the toy and the website.

Accordingly, a system for creating such a virtual world to takeadvantage of such marketing potential might provide some or all of thelisted benefits.

SUMMARY OF THE INVENTION

Provided is a method for providing a virtual world presentation to auser for entertainment. The method comprises the steps of: storing datarelating to a plurality of registration codes, each of the registrationcodes corresponding to one of a plurality of toys; serving content, viaa communication network, to a user computer; receiving one of theregistration codes transmitted from the user computer via one or both ofthe communication network and an additional communication network;verifying the one of the registration codes against the data relating tothe plurality of registration codes; registering a toy corresponding tothe one of the registration codes after the verifying; and providingvirtual world data for including in the content.

The virtual world data of the above method is for use by the usercomputer to present a virtual world to the user, and the virtual worldincludes a virtual toy representing the toy.

Also provided is a method for providing a virtual world presentation toa user of a toy for entertainment, comprising the steps of: a userobtaining the toy including a corresponding registration code; servingcontent, via a communication network, to a user computer; receiving oneor both of data and commands from the user computer; verifying the toyto determining a validity of the toy; registering the toy for allowingthe user to access a restricted portion of an Entertainment System; andthe system providing virtual world data for including in the content.

The virtual world data of the above method is for use by the usercomputer to present a virtual world to the user, and the virtual worldincludes a virtual toy representing the toy, and further the virtualworld provides a plurality of activities for the user to participate invia interactions with the user computer.

Further provided is an entertainment system for providing a virtualworld for entertainment of a user of a toy. The system comprises: aserver subsystem for serving content, via a communication network, to auser computer, and for receiving one or both of data and commands fromthe user computer; a registration subsystem for verifying and thenregistering the toy, wherein the verifying includes determining avalidity of the toy, and wherein the registering is for allowing theuser to access a restricted portion of the Entertainment System; and avirtual world providing subsystem for providing virtual world data forincluding in the content.

The virtual world data of this system is for use by the user computer topresent a virtual world to the user, and the virtual world includes avirtual toy representing the toy.

Also provided is an entertainment system for providing a virtual worldfor user entertainment, which comprises: a storage subsystem for storingdata relating to a plurality of registration codes, each of theregistration codes corresponding to one of a plurality of toys; a serversubsystem for serving content, via a communication network, to a usercomputer, and for receiving one of the registration codes transmittedfrom the user computer via one or both of the communication network andan additional communication network; a registration subsystem forverifying the one of the registration codes against the data relating tothe plurality of registration codes, and subsequently registering thetoy in the system after the verifying; and a virtual world providingsubsystem for providing virtual world data for including in the content.

The virtual world data of the above system is for use by the usercomputer to present a virtual world to the user, and the virtual worldincludes a virtual toy representing the toy.

Further provided is a toy for utilizing an entertainment system, such asthe ones listed above, for providing a virtual world for entertainmentof a user of the toy. The toy comprises a toy body and a registrationcode, and the entertainment system uses the registration code toregister and verify the toy. The entertainment system presents a virtualworld to the user via a user computer connected to a communicationnetwork, and the virtual world includes a virtual toy representing thetoy.

Further provided is an Entertainment System as described above,including one or more of the following activities for a user:

-   -   providing a virtual medical checkup for the virtual toy;    -   playing a game;    -   virtually purchasing virtual furnishings for a virtual room in        the virtual world using virtual cash;    -   virtually furnishing the virtual room in the virtual world;    -   virtually purchasing virtual food for the virtual toy using the        virtual cash;    -   virtually feeding the virtual toy;    -   playing with the virtual toy;    -   playing with the virtual toy along with an additional virtual        toy representing an additional toy registered by an additional        user via interactions by the additional user with an additional        user computer;    -   virtually adding an additional virtual room in the virtual        world; and    -   chatting with the additional user using the user computer and        the additional user computer.

Still further provided is a computer readable medium for storingcomputer readable program code for performing the method disclosedherein by utilizing a computer system, as also disclosed herein.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a schematic block diagram of a current embodiment of thesystem and its interactions with some external entities;

FIGS. 1A, 1B and 1C show additional implementation details about theembodiment of 1A;

FIG. 2 shows a schematic diagram of a possible hardware implementationof an embodiment of the invention;

FIG. 3 shows a schematic diagram of a more complex hardwareimplementation of another embodiment of the invention;

FIG. 4 shows a block diagram of another embodiment of the system and itsinteractions with some external entities;

FIG. 5 shows a diagrammatic representation of some features of a virtualworld according to the current embodiment;

FIG. 6 shows a manner of a user registering with the System of thecurrent embodiment for utilizing the System features;

FIG. 7 shows an example of how a user might utilize the System of thecurrent embodiment;

FIG. 8 shows a high-level map of the major features of the currentembodiment;

FIG. 8A-8G show the features of FIG. 8 in more detail;

FIG. 9 shows a sketch of an example toy according to the currentembodiment;

FIGS. 10A and 10B show the front and back of a tag listing the Systemwebsite address and a registration code according to the currentembodiment;

FIGS. 11A-11J show example screen shots of the website as possibly seenby a user of the system of the current embodiment; and

FIG. 12A-12I are a structure diagram of the program code of the currentembodiment.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Provided is an Entertainment System including an online “virtual world”where the user of a toy can register the toy using a unique registrationnumber provided with the toy at purchase, adopt the toy online, and playwith a virtual representation of the toy (the “virtual toy) in thevirtual world. In a current embodiment, mostly as implemented by thesoftware of the Computer Program Listing Appendix, incorporated byreference, the “virtual world” is implemented using an interactivewebsite via a user computer connected to the Internet. In this manner, auser can play with the virtual toy in a computer generated fantasy world(i.e., the virtual world).

Graphics, animation, sound, and even recorded images might be utilizedto generate this virtual world. Even live images might be utilized, ifdesired. In addition, other sources of material can also be utilized. Inessence, the virtual world creates an interactive playland for the toyowner to encourage imagination using the toy, and at the same time,provide an incentive to purchase additional toys or encourage additionalindividuals to also purchase toys in order to participate in theEntertainment System.

Throughout this disclosure, the term “virtual” is used, for example, todescribe the user viewable/hearable material presented to the user onthe user computer from data and/or computer programs and commandsgenerated and/or provided by the Entertainment System, to the usercomputer running one or more computer applications (e.g., a web browserwith the appropriate plug-ins, applets, and/or other support programs,etc.). The System provides the data and/or programs, via a communicationnetwork connected to the System and the user computer (e.g., theInternet).

The term “virtual” does not necessarily mean that the displayed item isnot “real”, because the displayed item could, for example, be a video orpicture of a real item, for example. Furthermore, the “virtual world” ispresented using “real” physical phenomena (e.g., light and sound), andis impacted by “real” user interactions (e.g., mouse and keyboardmanipulations). Rather, the term “virtual” is used to describe thecomputer generated and/or provided presentation to the user, includingboth visual and audible effects, via the user computer. It is a “virtualworld” in the sense that it is primarily a computer presented fantasyworld with which the user can interact via manipulations of the usercomputer. In this manner, the “virtual” items of the virtual world canbe presented as interacting with each other and with the user.Furthermore, the user is provided access to games and trivia as well.

In the current embodiment, the virtual world provides a biography of thetoy, a virtual representation of the toy (the virtual toy) usinggraphics and/or sound (such as an animated image, for example) toparticipate in games and activities. The system also provides a virtualmeans for maintaining the “health and well-being” of the characterthrough various maintenance activities, such as virtual feeding andplaying, virtual shopping, and virtual medical checkups, for example.

Furthermore, in the current embodiment, the Entertainment System can beutilized for marketing additional toys and/or accessories and/orservices related to the toy to allow restricted access to additionalonline activities and features to those who purchase the toys.

The Entertainment System of the current embodiment may provide somegeneral services and features open to the public, such as informationabout the toys and where to purchase them, a description of the featuresof the website, and other similar information. However, the primarypurpose of the System in the current embodiment is to encourage thepublic to purchase a toy to obtain a registration code for access to theprimary features and services. Accordingly, the primary features of theSystem are restricted to registered users. The existence of the Systemmay encourage initial sales of the toy by new users (such as viaword-of-mouth from current users), and the System will also encouragethe purchase of additional toys by current users.

Online sales may be supported and encouraged in an alternate embodiment,but in the current embodiment the invention is intended to be utilizedto sell toys in retail establishments. Thus, the invention becomes amarketing tool, utilizing word-of-mouth and the desire to increaseparticipation in the virtual world, and thusly makes the toys moreattractive to retail merchants and increases their sales.

In essence, the present invention in its current embodiment provides anEntertainment System including an online virtual world with a virtualtoy representing a toy purchased at a retail store. The toys might beplush toy animals, for example. However, there is no limit to the typeof toy that the system could support, as long as the toy can berepresented by a virtual replica.

The current system functions basically as follows: A consumer purchasesa toy (such as the plush toy animal representing a particular animal,for example, or some other toy). The toy includes a tag attached to thetoy body or the toy packaging (or alternatively, another indicatorand/or a storage device) indicating a web site address and aregistration code. The user can load the System web site using the webaddress in a browser application running on the user's computer, andthen enter the registration code to register the toy, thereby obtainingaccess to restricted portions of the System website.

In an alternative embodiment, the code can be automatically entered viathe storage device, for example, for automatically loading, and/ordownloading, and/or registering the user with the System.

Registration allows the user to participate in a virtual adoptionprocess utilizing a virtual online replica of the toy (the “virtualtoy”) to provide an analogous online representation of the toy. Thevirtual toy should look somewhat like the real toy (e.g., same type oftoy, similar shapes, color patterns, etc.), but could be more“cartoonized”, for example, and can be animated, which may or may not bethe case for the real toy.

The registered user can then participate in various activities both forenjoyment, and to virtually “maintain” the virtual toy in a happy,healthy, contented state.

The System of the current embodiment utilizes a server subsystemincluding a web server subsystem for generating both dynamic and staticweb pages as is known in the art, and for receiving data and./orcommands from the user computer. One or more databases support thefunctioning of this server subsystem. The web server utilizes variousscripting or other executable programs for providing dynamic content tothe user's computer, which is attached to the web server via somecomputer network, such as the Internet, for example. The web server canalso utilize various animated motion programs, such as a Flash program,java scripts, etc., to provide dynamic content to the user.

FIG. 1 shows a top-level block diagram of the Entertainment System 1,interacting with various users 10. The users 10 should have previouslypurchased and registered one or more toys from a Retail Merchant 9, whoobtained the toys from a manufacturer 8, or via a distributor.

If the user has not yet purchased a toy, he can still access the System10 to obtain information about the System and/or the toys, but will not,in the current embodiment, have access to much of the site until a toyis purchased and registered.

The Entertainment System 1 is comprised of a server subsystem 2 forinteracting with the users 10 via a user computer being operated by theuser. The server subsystem can utilize a server 3, for serving content,including web pages, data, commands, and/or programs, for example, tothe user computer. In addition, the server subsystem can include areception subsystem 4, for receiving information and commands from theusers 10. Alternatively, the server 3 and reception subsystem 4 might becombined into a single computer application, such as a commerciallyavailable web server, for example, running on one or more computers. Thecurrent system will utilize commercially available applications toimplement much of the server subsystem.

The Entertainment System 1 also comprises a Storage Subsystem 5, forstoring system data, user IDs and passwords, toy registration codes,personalized user information, etc. utilized by the various subsystems.The Storage Subsystem 5 of the current system will utilize acommercially available database application running on commerciallyavailable hardware, for example.

A Registration Subsystem 6 is used for registering the user and theuser's toy into the system, so that the user has access to restrictedportions of the system. The Registration Subsystem 6 may utilize its owndedicated application and hardware, or could be combined with or sharethe Server Subsystem 2 applications and/or hardware. The registrationsubsystem examines the registration code against stored data relating toa plurality of registration codes each representing a toy for sale.

A Virtual World Providing Subsystem 7 generates and/or provides thevirtual world data to be served by the server 3 to the users 10 for usein displaying a virtual world on the users computers. Portions of thisdata may be generated on the fly in response to user interactions, andportions are likely to be obtained and/or derived from data stored inthe Storage Subsystem 5. (For example, in the current embodiment, itemsowned by the user (the items in the dock for example), the virtual roomstate [virtual furniture in the room for example], virtual cash, health,happiness, hunger parameters are all examples of “stored data”, whereasdata generated on the fly include position in the room [which also getsstored], and Arcade Game scores, all of which are described in moredetail below).

Again, the Subsystem 7 may utilize unique applications and/or hardware,or may be combined with one or more of the Registration Subsystem 6and/or the Server Subsystem 2 applications and hardware.

FIG. 2 shows an example implementation 1A of the Evaluation System 1, inone of its simplest forms. The system 1A comprises a server 12, adatabase 14, and a router/modem 16 to connect to a public communicationsnetwork 20. A user 10A, utilizing a workstation 18, is also connected tothe communications network via a router and/or modem 19, for example. Inthis implementation, the server 12, along with the database 14 androuter/modem 16 and the appropriate software, implement all of thesubsystem functions of the System 1 shown in FIG. 1 by executing variousapplication programs on the server 12 hardware, for example. Of course,the system 1A may also support many additional users in a manner similarto that shown for user 10A, for example.

The current embodiment can utilize the Internet as the publiccommunications network. However, other communications networks could beutilized, such as telephone networks, cellular networks, dedicatednetworks, cable TV networks, power lines, etc. Furthermore, combinationsof these networks can be used for various functions. However, because ofthe ubiquitous nature of the Internet, a solution utilizing that diversenetwork (which can utilize many individual communications networks) isutilized in the current embodiment.

Furthermore, the System 1 might also utilize a private communicationnetwork for at least part of the system. For example, the RegistrationSubsystem 6 of FIG. 1 might be connected to a private computer networklocated at the retail store 8, where the user might register the toy,for example, as discussed in more detail below. Alternatively, the toymight automatically be registered at the time of purchase (e.g., byscanning a code at the register, for example), and thus not require anyuser interaction at all beyond purchasing the toy. Or the user mightsend in a registration card to implement registration, as anotherexample.

FIG. 3 shows a more complex implementation 1B of the System 1. In thisexample system 1B, a plurality of servers 21A-21 n can be utilized toimplement the server subsystem 2 functions of FIG. 1. Furthermore, aplurality of CPUs 23A-23 n can be utilized to implement the VirtualWorld Providing Subsystem 7 functions of FIG. 1. A plurality of databasestorage devices 25A-25 n may be used to implement the Storage Subsystem5 functions of FIG. 1. And a CPU 30 can be used to implement theRegistration Subsystem 6 functions of FIG. 1, for example. Finally, arouter 29 can be used to connect to the Public Communications Network 20

Note that, although FIG. 3 shows multiple servers 21A-n, multiple CPUs23A-n, and multiple databases 25A-n, any of these might be implementedon one or more shared computers in various configurations, executing oneor more computer program applications, as desired. As the number ofusers supported by the system 1C grows, additional hardware can be addedto increase the capacity of the system, as necessary, in a mannersimilar to that shown in the Figure.

Continuing with FIG. 3 showing the more complex implementation 1B, aplurality of users can be supported in various configurations. Forexample, a plurality of users 10B operating single workstations 18A-18n, individually connected to the public communications network 35, canbe supported. Furthermore, complex user networks can also be supported.Retailers and or Toy Manufacturers might also have access to the system,as represented by the example shown in 8A, should an online-orderingsystem be implemented for selling toys. Of course, alternateimplementations are also possible, depending on the types and number ofusers and/or retailers being supported, and also depending on thestate-of-the-art computer technology.

In the current embodiment, the System uses an Apache web server runningin a Linux environment. For webserver hardware, an Intel 2 Ghz+ CPUswith 2 GB RAM running Gentoo linux with the appropriate extensions(e.g., mod_php4 and mod_perl) can be utilized. The server will serveflash content to a web browser running a web browser application usingPHP, Perl, and actionscript, and flash plugins. A MySQL databaseapplication will also be utilized for the storage subsystem.

The client (user) side Flash application make the calls to a number ofPHP files. These PHP files then “interface” with the MySQL database toobtain the necessary data. All are served by the Apache web server,which can serve HTML, XML, along with the appropriate flash and othercontent. For multi-user environments (e.g., the multi user roomsdiscussed below) these are served by a socket server written in Perl.

This is effectively a 3 layer type of setup: Flash layer <--> PHP layer(this handles requests to the back end) <--> MySQL database, as shown inFIG. 1A. FIGS. 1B and 1C show the interaction between the client (user)and server subsystem data flows in more detail. A dedicated databaseserver running MySQL on a dedicated computer running the Gentoo linux OScan be used in the current system.

A secure Apache SSL server can be utilized for the registrationsubsystem, likely sharing the computer with the other Apache server.

FIG. 1A shows an implementation of the current system utilizing anApache Secure Web server 240 for serving files over secure connection(HTTPS, SSL mode), and an Apache Web server 250 for serving files overregular HTTP. A custom Socket Server 260, which is an XML socket server,written in PERL, is also utilized for providing independent environmentsfor game sessions.

Items 242, 244, and 246 are parts of adoption center (discussed below),which is a flash application with PHP backend. Item 242 provides foruser registration, using a form-driven flash application which validatesthe registration code and creates a user account within the system. Apet creation application 244, is a form driven flash applicationdesigned for guiding the user through pet creation process, andvalidating the registration code.

Authentication/Login process 246 is a flash application validating usercredentials on the server side and spawning an API core in case ofvalidation. It also has module designed for password retrieval based oncollected user information, and currently passes user data to a clientside API, and may in the future pass user data and a generatedencryption key for a current session to a client side API.

Items 252 & 254 are Different media (files) available on the serversubsystem for user use. Item 254 represents Flash Movies and Gamesavailable for the user. Item 256 represents the server side API. Chat262 and Multi-user games interactions API (MAPI) 264 are a part ofClient side API and are used for setting up and maintaining connectionto the socket server, authenticating the user, and work in apass-through mode for multi-user games/environment to exchange messages.

FIGS. 1B and 1C show the API as a functional layer, serving end userapplications (Flash games and such) with stored data (users statistics,virtual toys' properties, item parameters, etc.) retrieved from thedatabase; it also is used to modify/enter certain data.

The scheme of the API is subdivided into Client part 280 (flashapplication) and Server part 270 (PHP script). Flash clip/movie Game 290calls a function within the API client side [Core 283] passing a requestto some arbitrary data. The Client side API [Generator 285] sends therequest to [Parser 272] server side API. The Server side [Core 273]processes it and retrieves data from the database, wraps it in XML[Generator 274] and sends it back to the Client Side API [Parser 282],which calls specified a callback function within originator Flashclip/movie [Game 290] and passes received data to it.

To ensure users privacy, prevent cheating and preservevalidity/authenticity of information, additional security layers can bedesigned which encrypts all data being passed back and forth in-betweenparts of the APIs (client/server).

The chosen Encryption technique of the current embodiment is amodification of TEA routines, using a Feistel cypher with 128 bit key.Keys are generated at the login stage and securely passed to client sidevia HTTPS, after which the adoption centre spawns the client side APIand passes the encryption data specific for the session. Additionalmeasures which can be taken to prevent cheating and maintain datacoherency include using different permutations of the original key forevery data transmission.

The software of the Computer Program Listing Appendix supports the abovedescribed current configuration of the system.

FIG. 4 shows an alternate embodiment of the Entertainment System wherethe toys are sold to user via an online merchant. In this alternateembodiment, the Entertainment System 1B includes an online store 40 fora user 10 to purchase toys. The user 10 purchases the toys using theuser computer 11, making an online payment using a credit card or onlinepayment service, for example. A Warehouse or Retailer 42 then deliversthe purchased toys, via a delivery service 44, for example, to the user10. Registration of the toys could be automated, or as described aboveand below for a store-purchased toy.

FIG. 5 shows a diagrammatic representation of some features of thevirtual world. An interesting feature of the current embodiment ismaintaining the virtual well-being of the virtual toy. The well-beingparameters 100 include Happiness 101, Hunger 102, and Health 103. In thecurrent embodiment, numerical values for each of these parameters aretracked and displayed to the user, as described in more detail below.

Furthermore, each virtual toy can have a specificTemperament/Personality 104 which impacts how the Happiness 101, Hunger102, and Health 103 parameters interact with each other, and withactivities in the virtual world, and how quickly they change. Forexample, a virtual toy representing a toy sheep might be more easily bemade happy, and have less of an appetite, than a virtual toyrepresenting a toy lion, which may be more grumpy and have a greaterappetite, for example. Thus, the virtual toy sheep may be easier toplease and need less food than the virtual toy lion, for example.Alternative parameters could also be utilized. For example, a robot toymight have a “charge” or “energy” level, and an automobile might have a“fuel” parameter, rather than a hunger parameter, for example.

One of the features of the Entertainment System in the currentembodiment is to provide online User Games and Activities 110, which canbe used to win more virtual cash 111. Some of these Games/Activities 110are described in more detail below.

The collection of virtual cash 111 is for use in making “virtualpurchases” of various “virtual commodities”, for example. In the currentembodiment, each registration of additional new toys adds an increasingamount of virtual cash, which is monitored and tracked by the System,the balance of which is shown to the user when the user is participatingin the virtual world. Virtual cash can be earned by playing games,successfully answering trivia questions, and via other means as well.

Furthermore, Virtual Cash 111 can be used to shop for virtualfurnishings and accessories 114. These can be used to furnish one ormore virtual rooms set up for the virtual toy. Furthermore, byfurnishing the virtual room(s) and adding virtual accessories, thewell-being parameters 100 of the virtual toy can be improved by theSystem, especially the happiness parameter 101 and the health parameter103. Thus, a user can improve these parameters by using virtual cash toaccessorize and outfit the various virtual rooms.

Furthermore, in the current embodiment, the user can purchase virtualFood and virtually feed the virtual toy 112, in order to satisfy thevirtual toy's hunger parameter 102. This will also improve the virtualtoy's happiness 102 and health 103 parameters in a manner determined bythe System (utilizing, for example, the temperament/personality 104 ofthe toy).

Finally, in the current embodiment, by playing 115 with the virtual toy,the virtual toy's happiness and health parameters are improved. Playingmay, however, make the toy hungry, thus affecting the toy's hungerparameter 102. The virtual cash virtual cash may also be used to providea virtual medical checkup for the virtual toy to improve the virtualtoy's health parameter 103.

In this manner, the Entertainment System uses the well-being parametersand virtual cash to help balance a platform for providing fun andactivities, with an incentive to purchase new additional toys, and toincrease the user's attachment to the physical toy. The fun andenjoyment obtained through the use of the system provides freeword-of-mouth advertising, which also helps sell additional physicaltoys. In this manner, the Entertainment System is a marketing tool thatwill increase the overall sales of the toys, and thus provide a benefitto retailers selling the toys.

FIG. 6 shows the preferred manner of a user registering with the Systemfor utilizing the Entertainment System. The user typically makes hisfirst purchase 120 from a retail store. However, in an alternateembodiment, online purchases might also be supported using an onlinestore (as discussed above for FIG. 4), especially for subsequentpurchases.

The toys might be, for example, plush toy animals, robots, actionfigures, figures based on cartoon characters, vehicles, aliens,inanimate objects, etc. FIG. 9 shows an example sketch of a plush toyhorse that might be purchased at a retail store and used for theEntertainment System.

The toy will be paired with a hang tag or other device having the systemwebsite address and a registration code imprinted thereon or storedtherein. For example, in the current embodiment, a simple paper orcardboard hang tag, as shown in FIGS. 10A (front) and 10B (back), hasthe website (FIG. 10A) and the registration code (FIG. 10B) imprinted onthe tag.

Alternatively, an electronic storage device, such as a USB key, orwireless RF tag or Bluetooth device, could be embedded within orprovided with the toy and/or its packaging at purchase. The electronicdevice would then have the registration code stored in the device usingelectronic memory (RAM, ROM, EEPROM, etc.), for example. As electronicstorage devices become cheaper, using such a device for storing theregistration code may become the preferred approach.

For the current embodiment, after the user takes the toy home, the userbegins the registration process by visiting the Entertainment Systemwebsite using the address on the tag and a user computer via an Internetconnection to load the home page (see screen shot FIG. 11A) and loggingon to the System website (see screen shot FIG. 11B) to load the adoptioncenter 122. The System then displays an adoption center page (item 123of FIG. 6), and example of which is shown in screen shot FIG. 11E.

In the current embodiment, the user then registers the toy, thusreceiving access to the various online features of the invention, asdiscussed herein.

The registration process 124 of the current embodiment is performed bymanually entering the registration code printed on the registration tagvia the user computer connected to the Internet. The user also chooses auser ID and password. The System can ensure that at least thecombination of ID and password is unique, or might also insure that eachuser ID is unique as well.

Personal information might also be requested in order to recover user IDand password information. Such personal information might be a favoritecolor, user's birthdate, etc.

In an alternative embodiment using an electronic storage device with theregistration code stored therein, the electronic device willcommunication with the user computer via a corresponding device, andthus automatically or manually transfer the registration code to theuser computer. For example, the System could request that the user plugin a USB key into the user computer at the appropriate time, or the usercomputer may wirelessly read an RF or Bluetooth device located in or onthe toy.

In the current embodiment, after the user enters the registration code,and before or after the user enters the user ID and password, the Systemchecks the registration code in any one of a number of ways. In essence,the system uses stored data relating to all of the registration codesassociated with corresponding toys for sale.

The system might check the registration code against a list of validregistration codes stored in the system database, for example. In thiscase, the stored data are the actual registration codes themselves. Ifthere is a match, the registration code has been validated, and thesystem then determines the type of toy that the user purchased based oninformation stored with the registration code in the database. Forexample, each code could be linked to information about the type of toy(e.g., a basset hound, a fish, a lion, a robot, a soldier, etc.), itscoloration and appearance, its temperament, etc.

The System may display a user agreement at some point, providing theterms of usage and legal notices, for example. The System require anaffirmative response from the user in order to complete registration.

In such an embodiment discussed above, it would be beneficial to makeeach registration code unique and complicated, in order to make itdifficult for an imposter or unauthorized user to make up a code or usea previously registered number to obtain unauthorized access orunauthorized additional virtual toys.

As an alternative, after being entered, the registration code is used ina mathematical algorithm to determine its authenticity, and such analgorithm might also be used to determine the type of toy beingregistered. For example, all lion plush toy registration codes mightstart with the letter “L”, and might use a following number that can befactored into exactly 5 prime numbers, for example, or the number mightfall into a particular range or format. Another example is the use of analgorithmic pass-code based on a central key value. In these examples,the stored data relating to the registration codes provides the properinformation to perform the validation process (e.g., the proper letters,number ranges, acceptable factors, the central key, or the algorithmitself). Accordingly, by these methods, the actual registration numbersneed not be stored, but could still be verified. Then, perhaps bystoring the registered registration code, uniqueness could be guaranteedby never allowing that same code to be used again.

Of course, additional techniques can be used to determine a registrationcode authenticity as well, as long as the registration process ensuresthat it is likely the user has purchased a valid toy, and thus is anappropriate user of the system.

Referring again to FIG. 6, after validation and registration hasoccurred, and the user name and password accepted, the user is promptedto provide a name for the virtual toy 126 (or in an alternativeembodiment, one is suggested by the site). The system can then display abiography of the virtual toy 127, and can also show the user what theappearance of the virtual toy will be. The biography may show such itemsas a virtual birth certificate, adoption certificate and/or information,likes and dislikes and favorite foods of the virtual toy, etc. Thebiography may be related to the personality/temperament of the virtualtoy, the type of toy, etc. A virtual identity for the toy is thuscreated by the System, including the biographical information, the nameprovided by the user, etc.

The user might then be prompted to register any additional toys (128 &130), if any. Finally, the System might provide the user with an initialvirtual medical checkup 132 for the new virtual toy at a virtual clinic(see screen shot FIG. 11D for an example view of the clinic). The toy'swellness parameters can then be displayed to the user for the firsttime, and the registration process is thereby finished, and the user nowhas access to at least some of the restricted portions of theEntertainment System website.

Note that alternative means of registering the toy are also possible inalternative embodiments. For example, the user might phone in theregistration code using a telephone, and be given a user ID andpassword, or choose one over the phone. Or the user may register the toyat the place of purchase using a dedicated or general purpose computeron a private network. Or, if the toy is purchased online, theregistration might occur at the time of purchase, before the user hasobtained the actual physical toy. Thus, different communication networksmay be utilized for registration as are utilized for website access, forexample.

The System website can present various interactive scenes into which thevirtual toy is incorporated. In the current embodiment, the toycharacters can be animals that reside in a virtual village, for example.New features can be opened based on the number of toy animals a userowns and registers. For example, there might be a special adventure thatopens when the user purchases and registers his fifth toy, regardless ofwhat those toys are.

In an alternative embodiment, the scenes might be customized based onthe type of toy. For example, a basset hound plush animal could be shownin an urban landscape or setting. Likewise, a cow could be shown in thecountryside, a monkey in the jungle, and a lobster under the sea, asadditional examples.

Furthermore, in another embodiment, each type of toy might havedifferent traits that can impact the way the toy reacts based on thetype of toy. Thus, a toy lion might be a mean carnivore, while a toymonkey eats fruit and is playful, for example. Soldiers might beaggressive, while dancers are graceful, for example. Thus, any of theabove concepts are not limited to animal toys, but could easily supportother toys such as human dolls, robots, machines, soldiers, etc.

Having virtually adopted their toy by registering it with the System,the consumer can then participate in a variety of online games, someinvolving the virtual representation of the toy (i.e., the virtual toy).These games can include adventure games, trivia games, arcade-stylegames, and the like. Participants can collect “virtual cash”, which isvirtual money which can be spent to purchase virtual items for theirtoys, as discussed above and below. This virtual cash may or may not beuseable at other sites, and may or may not represent legal tender.

Furthermore, a participant may purchase additional toys, register them,adopt them, and thus add them their virtual world, creating additionalvirtual toys. These purchases are preferred to be actual toy purchasesusing legal tender where the user obtains a real toy. However, in analternative embodiment, “virtual toys” represented only online mightalso be utilized, whether purchased with legal tender or merely online“money”.

Each of the new toys is, after registration, represented as a virtualtoy which can interact with other virtual toys (including those createdto represent other actual toys), including team game play, for example.Participants can also chat with other registered users using onlinechatting or posting features. The current embodiment utilizes a symbolchat with preset icons, rather than general text chat, to protectchildren from inappropriate language. However, generalized chattingfeatures could also be added, such as provided by a commerciallyavailable chat program, for example.

FIG. 7 shows an example of how a user might utilize the EntertainmentSystem for a session or two. First, the user purchases one or more toys200. Then, the user registers one of the toys 202, as described above.The user then purchases virtual furnishings and virtual accessories 204for the virtual toy, and uses the purchased items to furnish the toy'svirtual rooms 206. The user can virtually move the furnishings aroundthe room by “point, click, & drag” operations, for example, thus testingvarious types of decorating schemes. The user can also paint/wallpaperthe room, provide flooring, etc. all of which were purchased 204.

The user might then play with the virtual toy 208 for a while,increasing the toy's health and happiness parameters. The user mightthen add a friend to the site, and interactively play 212 with thefriend, who can be online using his own computer. The friend will havevirtual toy's that can be seen and interacted with, even though thefriend may be remotely located, and thus not seen by the user. The userand his friend may chat with each other using the chat icons, forexample.

The user might want to perform a checkup 214 of his virtual toy, if thetoy displays some low health parameters. The user might then playvarious online games 216, including online arcades and trivia, in orderto generate more virtual cash 218. The user might then use the newvirtual cash to purchase virtual food, and then virtually feed 222 thevirtual toy.

If the user bought additional toys, he can register the additional toys224, which will also generate additional virtual cash 218. The user canthen use both the original virtual toy and the additional virtual toy toplay together, increasing the happiness parameter of both virtual toys,and perhaps making the toys hungry. The user then might end his onlineactivities, or continue with additional online activities in a similarmanner.

Of course, actual user sessions can involve an infinite combination ofthe various features of the invention, and the process of FIG. 7 ismerely an example. FIG. 8 shows a site mapping of the various featuresthat are available in almost any order the user should desire. FIGS.8A-8H show these features in more detail.

In the current embodiment, the virtual items in the virtual world can bemade to interact with each other. For example, the virtual toy might sitin virtual chair, or climb on top of a virtual table. The virtual toymight walk around the virtual world, and play with its own virtual toys.Virtual toys may play and interact with each other. Virtual accessoriesmight be placed on a table, and virtual pictures “hanged” on a virtualwall. Virtual chairs might be moved around, and slid up to a virtualtable. The virtual toy might sit in a chair. Virtual food might beplaced on a virtual plate, for example, and the virtual toy may simulateeating the virtual food. Thus the user is provided with an animateddisplay of these interactions, including both video and/or audiocomponents. In this manner, the virtual world simulates activity in thereal world.

The user can also zoom in and out of various views, virtually move fromroom to room (i.e., display different rooms), etc. all by manipulatingthe mouse and keyboard of the user computer.

The virtual world and the games represented on the Entertainment Systemwebsite may be changed and updated on a regular basis to maintain theinterest of the user participants. For example, trivia game questionsmay be updated, and new games periodically added.

Further, new types of plush toy animals can be periodically introducedto encourage consumers to make additional purchases. Special or limitedaddition toys could be introduced, for example, on holidays. Forexample, an American bald eagle might be introduced to commemorateIndependence Day, and a Santa Claus for Christmas. These new toys can beintroduced to the user in a virtual manner, and the user encouraged topurchase the actual toy. Bonuses of virtual cash, or special activitiesmight be provided to those who do purchase special toys.

Subsequent purchases of toys, when registered, may lead to increasinglygreater deposits of virtual cash as a reward. For example, the first toyregistration may lead to $1500 in virtual cash, a second purchase andregistration may add $2000, and a third add $2500, for example.Furthermore, purchasing and registering a certain number of toys couldlead to bonuses, such as additional virtual rooms, and/or access toadditional games (e.g., an outdoor tennis court with game). Thesebonuses encourage subsequent purchases, and keep the user interested inboth the System and the toys.

Additional features that can be included in additional embodiments, asdiscussed above, are incorporating a storage medium into the plush toyanimal instead of, or as a complement to, the registration tags, forexample. This might allow the online profile of the toy, includingeverything the toy has “learned”, to be stored in the device with thetoy. The toy could then be connected to another computer at anotherlocation, for example at a friend's house, in order to participate inonline activities, as long as that computer is connected to theInternet, for example. Furthermore, the storage medium could be used tostore other information for its owner, such as homework assignments,photographs, music or shortcuts to favorite online websites.

The Entertainment System website for providing this virtual world is asite where children and other toy owners that own an appropriate toy canadopt and care for their virtual toy (e.g., “virtual pets”), play games,and go on adventures, as discussed above. After registration, the usercan begin to enjoy the complete ‘game’ in the virtual world, which is acombination of caring for the toy, going on fun adventures, beingsurprised by rollovers and trivia, and generally having interesting andentertaining experiences. It is a multi-faceted world, rich in amusementand learning opportunities, including both audio and video (graphics,animation, photos, etc.) representations.

In the current embodiment, there are about 7 or more main sections toexplore in this virtual world. FIG. 8 provides a top-level view of thevarious features, with more detail shown in FIGS. 8A-8H. FIG. 8Aprovides a mapping of the home page, public pages, adoption center, andregistration functions 302. FIG. 8B provides a mapping of the petvirtual room, status, dock, and biography functions 308. FIG. 8Cprovides a mapping of the Trivia/Question Corner functions 304. FIG. 8Dprovides a mapping of the shopping functions 312. FIG. 8E provides amapping of the newspaper functions 314. FIG. 8F provides a mapping ofthe Arcade functions 306, and FIG. 8G provides a mapping of themulti-user functions 310.

Some of these functions and features of the current embodiment, all ofwhich utilize parts of the software of the Computer Program ListingAppendix, and are described in more detail, below:

Home Page

This section is preferably open to the public, whether an animal hasbeen purchased or not, and features one or more Splash movies, forexample. The options presented on the home page include: a Site Tour,Collection(s) portraits—plush and virtual—of each toy animal in thecollection(s), access to the Free Arcade, as well as User Log On, andEntrance to User Registration. This section can encourage a person topurchase a toy if he has not yet done so for access to other sitelocations. See FIG. 11A for the screen shot of the example Home Page,and FIG. 11B for the example logon page.

Adoption Center (AC)

In the AC, the user is guided through the registration process, with thehelp of the host, Miss Birdie, for example. A User Agreement ispresented here. Each user fills in “adoption” forms here, includingchoosing his or her user name (or “special name”) and password (“secretword”). The user enters the multi-(e.g., nine) digit alphanumeric codefound on the hang tag of the toy that will authenticate his or her toy,and provide them access to the final steps of registration/adoption. SeeFIG. 11E for the example adoption center page.

In the current embodiment, the user is given an initial amount of“virtual cash” in order to begin “virtual furnishing” the room,purchasing “virtual food” for the toy, etc., as described in more detailabove and below.

In an alternative embodiment, the user chooses the color of the toy'sroom, and also might choose a number (e.g., five) of free items for thetoy's room. Finally, the adoption is completed with the presentation ofa unique biography for the toy, randomly generated using many variables.Users have the option of changing the name of the toy, and perhapsgenerating a new biography.

Clinic

After the successful registration of the toy, the user is brought to theclinic for a check-up/familiarization. The host for this page is avirtual doctor (e.g., Dr. Quack), who gives the virtual toy a quickcheck-up and gives it a clean bill of health. A user may return to theclinic at any time, for another check-up or when virtual toy's healthparameter is low. If the toy requires medical attention, the userchooses and purchases medicine, for example. Other treatments may alsobe provided. See FIG. 11D for the Example clinic page screen shot.

Toy's Room

The virtual toy's room is made up of a series of animated (e.g., Flashbased) screens that depict the virtual room or rooms where the toy“lives”, “eats” and “plays”. In the current embodiment, a singleisometric view of the room is provided. The virtual room can, in time,be converted into a large virtual house or even multiple virtual houses,through the use of room expansions via spending the virtual cash, forexample. In the current embodiment, the user can purchase virtualflooring and virtual wallpaper or paint, and virtual furnishings, toprepare the virtual room for the virtual toy. See FIG. 11C for thescreen shot of an example virtual pet room already furnished, showing ananimated pig as the virtual pet.

Virtual outdoor yards, that have their own virtual furniture andexclusive virtual objects (i.e. trees) that cannot be placed inside thehouse, for example, can also be provided for “purchase” using virtualcash.

In the current embodiment, a user interface section located at thebottom of the window known as the “dock”, or “Control Panel” isprovided, as shown in the example virtual room screen shot of FIG. 11C,showing the dock at the bottom of the screen shot. The user mayvirtually store many or all virtual purchases, collectibles, andadventure objects in the dock, (some of which are functional, such as avirtual calculator for example) or place them throughout the room bydragging them from the dock. The dock displays a visual description ofthe virtual toy's well-being parameters (e.g., a numerical index), asthe toys need food and attention to remain healthy and happy. Also inthe dock are the user's points level, and available “virtual cash”earned in virtual games and adventures that can be used throughout thesite.

In an alternative embodiment, there might be a number (e.g. 3) of viewsof the room, and each scene might be accompanied by the dock.

If the user has multiple registered virtual toys, the dock interfacewill allow the user to switch between toys and view them when not inuse. Furthermore, a plurality of virtual toys might be moved into a roomfor interactive play, for example.

Further, the user can add friends to a friends list, and then thefriends can virtually visit each other's rooms, each seeing the sameroom and playing with their virtual toys, both interacting with the roomobjects, and chatting using a chatting tool, for example. In the currentembodiment, the chatting tool can use “chat symbols”, for example,rather than using typed words, so that pre-defined phrases can be chosenand transmitted to the other participant.

In an alternative embodiment, users would be encouraged to revisit bereceiving daily rewards, such as an ‘allowance’ or pieces of a puzzlethat can be put together, or one piece will be put in the puzzle boxevery day, thus encouraging users to revisit.

In the current embodiment, a user can go virtually “shopping” using thecomputer in a dedicated shopping location/room (e.g., at the “WShop”).This simulated virtual shopping experience allows the user to simulatethe purchase of virtual online goods for their virtual toy(s). Anexample screen shot of the W shop is shown in FIG. 11F.

Furthermore, real-life shopping for additional physical toys and/ortheir accessories, such as via mail-order, might also be supported.

A Family Album, which may be available from the dock, for example, canbe used to contain all the important documents including one or more of:

-   -   a·Birth Certificate    -   an·Adoption Record    -   a·Biography        If the user has multiple toys, all records can appear in the        album.

Arcade

The arcade is a collection of online games for the user to play via theuser computer. The user can “take” his or her toy to play some of thegames games, which in turn provides them with happiness points for theirhappiness parameter, and allows the user to earn online virtual cash. Inthe current embodiment, registered users may have full access to allgames, with full access requiring the purchase of a toy with theaccompanying registration code and registration, although in analternate embodiment, the arcade may be made open to the general publicwith limited access to some limited number of the games. FIG. 11G showsan example screen shot from the Arcade.

Examples of Arcade games in the current embodiment are: Bananza; ColorStorm; Dashing Dolphin; Driving School; Tulip Trouble; Jazz Monsters;Leaf Leaf; Lily Padz; Icecap Adventure; Picnic; Hungry Hog; PumpkinPatch Protector; Webkinz Wishing Well; and Wacky Zingoz, for example.

Clubhouse

In an alternative embodiment, a virtual clubhouse is provided which is avirtual location which houses important community information. Theblackboard displays statistics, such as high scores ranking for games.The usernames, or a subset of the user names (such as the first threeletters, for example), of the high scores can be listed. The Systemwebsite may provide users with the opportunity to provide feedbackthrough a suggestion card interface at the Clubhouse, for example. Theremay also be an online survey, or Poll, area that allows administratorsto poll the community's members on various topics.

Webkinz Gazette

In the current embodiment, most of the features of the above Clubhouseare provided in a virtual Newspaper (e.g., Webkinz Gazette) providingnews and information, including a “What's New” section that informsusers of the latest additions to the site. The virtual paper might alsolist the usernames (or the subset of the usernames) of the users withthe high scores in various arcade games and/or trivia, for example. FIG.11I shows an example screen shot of a page of the Gazette, and FIG. 11Jshows a summary of the virtual pet biography and well-being parametersdisplayed by a user selecting a call-up.

Adventures

In an alternate embodiment, each virtual toy belongs to one of a numberof areas (e.g., Urban, Country, Undersea, Jungle), with a correspondingAdventure. Each adventure area can consist of a large isometric map infour quadrants, and detailed scenes for playing games. The map isconstructed in a maze-like fashion that allows the user to explore thedifferent areas of the environment. The map is embedded with rollovers,pop-ups, trivia questions, and various virtual collectible objects thatthe virtual toy can pick up along the way. Within the map, there may befive or more extended play areas (the “scenes”) that allow the user toplay games that provide virtual prizes and clues to aid them incompleting the adventure. Upon completion of the initial adventure, theuser acquires a special virtual key. There are a number of virtual keys(e.g. four keys) in total, one from each adventure area in the series.As a bonus for recovering all of the keys, the user is granted access toa “Wonder World”, or “WW”. (See below.)

Adventures can be an important part of play at the website. The gamecould involve a number of separate environments (e.g. four). Initially,each adventure takes place only in the designated environment (e.g.,Jungle, Undersea, Urban and Country). Every adventure involves pointsand/or virtual cash. The virtual cash is useful in the virtual World asthe users can make virtual purchases for their toys. In an alternativeembodiment, after the user buys a number of toys (one from eachenvironment, for example) and registers them and successfully completesthe adventures, he or she can go to another (e.g. fifth) environmentcalled the Wonder World (WW).

Each additional registered toy can add new sections to the adventureareas of the virtual website for the individual user. The only way auser can experience these additions is to buy a new toy, an accessory,or perhaps a service (whether virtual or actual—both can be supported).This will give the toy owner added value and entertainment. If the userhas more that one toy from the same environment, they will have theoption to go on an “extreme adventure” that combines the use of allowned and registered toys.

Multi-User

Multiple product purchases will be encouraged through access to newfeatures being opened to use once the purchaser has entered multipleregistration codes into the system. For example, while the first petcode opens access for the basic features of the site, the third pet codeentered on the same account may open access to a virtual pet adventure,and the fifth pet code entered may add a special room to the virtualtoy's house, such as a home theatre or tennis court.

In an alternate embodiment, core functionality could also requiremultiple product purchases, such as multi-use play being only accessiblefrom the magical land of a Wonderworld (WW) that is accessed through thepurchase of a set of toys. One of the things the user could get in WW isaccess to the “Magic W”, represented by a giant statue of a ‘W’ in themiddle of WW. When the user gets to the Magic W, they get a virtual ringversion of the magic W in his or her dock. This will enable the user toinitiate some multi-use activities on the website, among other things.

In WW, there may be a midway full of virtual games, a vast magicalvirtual land, a virtual puzzle center, and a virtual vector world. Thisworld can be made growing all the time and thus be full of excitement.In the center of it all, is the magic “W”. Here, the user can play in anew world that allows them to participate in multi-user games,multi-user adventures, and a user chat interface developed to utilizepre-scripted phrases and symbols, for the safety of the users.

Quizzy's Question Corner”

This is an area for users to answer trivia questions and age-appropriateeducational questions based on U.S. and Canadian educational standards.In the current embodiment, the questions can be sorted by age in a“Learn and Play” section and there is a daily Trivia question that istracked so that a user at anytime can answer the historical daily triviaquestion. Both sections reward the user with virtual cash and virtualstickers that are stored and viewable in a virtual sticker album. Theuser can earn virtual cash by correctly answering the questions. FIG.11H shows an example screen shot from the Question Corner.

The multi-use capabilities of the site are used in the currentembodiment to increase user satisfaction. Users can “invite” theirfriends (other users) over to their room and interact with the roomobjects together, including playing games. This can occur even thoughthe users may be remotely located from one-another using different usercomputers. These multiplayer concepts might be brought into the QuestionCorner and Arcade allowing for competitive play between multiple users.

Some of the features of the current embodiment include the option tooffer various additional toys, accessories, and/or services to the user,whether real or virtual, and perhaps entwined with the activities beingparticipated in the virtual world (such as via a game, for example, or ahealth checkup, etc.). Some of the characters found in the currentembodiment are Ms Birdie—The adoption centre penguin; Dr. Quack—Theclinic duck; and Quizzy—The

Quizzy's Question Corner bear.

The site web pages should be quick to load so as to make it useful andfun. Finally, additional enhancements can be provided for additionalbenefits. For example, some information on the toy might be storedlocally, such as on a USB key, which can be carried by the user and usedto access the site from various locations.

The Computer Program Listing on CD ROM made a part of this applicationprovides the preferred code at the time of its generation forimplementing the above system on a web server as is known in the art.The features and functionality of this code are incorporated herein byreference.

The invention has been described hereinabove using specific examples;however, it will be understood by those skilled in the art that variousalternatives may be used and equivalents may be substituted for elementsor steps described herein, without deviating from the scope of theinvention. Modifications may be provided to adapt the invention to aparticular situation or to particular needs without departing from thescope of the invention. It is intended that the invention not be limitedto the particular implementation described herein, but that the claimsbe given their broadest interpretation to cover all embodiments, literalor equivalent, covered thereby.

1. A physical product and computer system for providing a virtual worldto a user of said physical product, the computer system comprising: aserver subsystem serving virtual world data, via a communicationnetwork, and for receiving one or both of data and commands; aregistration subsystem, coupled to said server subsystem, verifying saidphysical product, registering said physical product to a user responsiveto said verifying, and determining a quantity of physical productsregistered by said user, wherein the verifying includes determining avalidity of said physical product; and a virtual world providingsubsystem providing the virtual world data, wherein the virtual worlddata is for use to present the virtual world to the user, and whereinthe virtual world includes a virtual character and the virtual worldincludes a reward provided to the user for registering said physicalproduct, and wherein said virtual world providing subsystem alsooperates, responsive to said determining the quantity of physicalproducts registered by said user, to provide said reward as a firstreward to a user who has only one physical product registered and as asecond reward, greater than said first reward, to a user who has apredetermined quantity of physical products registered, thepredetermined quantity being greater than one.
 2. The physical productand computer system of claim 1, wherein the first reward comprises afirst quantity of virtual cash, and wherein the second reward comprisesa second quantity of virtual cash that is greater than the firstquantity of virtual cash.
 3. The physical product and computer system ofclaim 1, wherein the second reward is more valuable than the firstreward.
 4. The physical product and computer system of claim 1, whereinsaid verifying said physical product comprises verifying a code that isassociated with said physical product.